The solution to lethality is rather obvious and not nearly as binary as many believe

Photos of Ghosts·2/17/2017, 6:29:58 PM·57 votes·2,838 views
  1. If 40% upfront value for Lethality is too little and 60% too much, get it to 50% upfront value.
  2. For ranged characters, calculate as for melee then reduce by a certain amount, THAT DOESN'T NEED TO BE 50%.

It's ok to create items that don't have the same effectiveness for melee and ranged characters, to compensate for the ranged bias. Actually, most items should be like that (except maybe the classic ADC items). However, the amount of compensation doesn't need to be as binary as the original bias issue. Not everything needs to be 50% effective on ranged, some things can work with 70%, others need it to go down all the way to 40% or lower.

Let's not be afraid of numbers and let's not be afraid to change them, please. Balance is important.

EDIT: and obviously, "let's not be afraid to change numbers" includes being able to change up or down that 50% upfront value for lethality if it turns out to be the wrong value.

29 Comments

Fondling Gems2/17/2017, 7:05:20 PM21 votes

I would like to see ranged champs have a lower starting point then scale up the same. Ranged champs don't actually abuse it that much vs lv 18 targets, it is the early game power that they abuse. Melees going from .5-1.0 and ranged champs going from .4-1.0 or .3-1.0 would work fine IMO.

Meep Man2/18/2017, 1:42:53 AM9 votes

I honestly don't get people sometimes. This is the obvious solution if Lethality as a whole is too powerful.

"Oh, 40% too weak but 60% too strong? ENTIRELY REMOVE IT FOR RANGED AND NERF THE ITEMS DOWN!"

Like, guys, think about this logically. You do realize that entirely removing for Ranged would essentially make Riot unable to make a Ranged AD Assassin? We have to think long term here for changes like these.

SweedishGunner2/18/2017, 4:06:28 AM4 votes

I thought 40% was fine honestly. Kept ranged in check and if any melee lethality users needed buffs I don't see why they didn't get individual tweaks.

Thefrostyviking2/17/2017, 10:11:53 PM4 votes

I don't think lethality itself is much of an issue.

It's the items that the stat is found on.

All of them provided various stats and each has a passive or active whose worth isn't reflected in the prices.

Lethality items are the cheapest damage items in the game and then adding tons of passives and actives on that while eventually reaching a lvl where you practically deal true damage to a squishy target is not cool at all :(

Assassins are abusing item 3814 to kill pretty much any mage in sight or just facetank any CC aimed at them.

Mobile assassins and Quinn are abusing item 3147 for cheap and quick extra damage. Doesn't help that each lethality item adds movespeed as well.

And then they all deal near true damage to targets with less than 150 armor at full build. And people wonder why they are so strong x)

Mogarl2/18/2017, 1:08:33 AM3 votes

Why not change Lethality to only affect abilities? This doesn't necessarily address the problem of Assassins being too powerful, but it would address marksman being too powerful if they were still an issue after it get's nerfed. If lethality is for ad casters then I don't see a problem with it only affecting ad ability damage and empowered autos.

sit kid2/17/2017, 9:17:29 PM3 votes

Obviously lethality is too strong now.

Crit takes way too much ramp up time, lethality doesnt

It kind of makes sense

CancerBasedGod2/17/2017, 6:35:38 PM2 votes

Stop trying to be slightly reasonable, you're just farming downvotes trying to use reason here.

Ralanr2/17/2017, 6:42:59 PM2 votes

Not sure why it wasn't 50 from the start.

4th3t0s2/18/2017, 7:23:01 PM2 votes

Just revert the season 3 change so lethality/flat pen applies BEFORE %. It made sense back then when you only had 2 items aside from item 3035 that had any armorpen.

Edit; wording error

MaeDoSan2/17/2017, 6:56:06 PM1 votes

But have you seen the difference in damage comparing the two states i.e. 0.4 and 0.6 starting lethality ?

Borbland2/18/2017, 10:16:19 AM1 votes

Another simple solution: Reduce the amount of armor penetration/shred to put it on the same level magic shred/penetration is. Magic Pen is fine right now, Void Staff does a good job increasing damage against MR tanks, but the 300 MR Galio will still be tough to take down.

SiG DxD2/18/2017, 12:42:53 PM1 votes

50% of melee 45% of 40 ,ranged. try

Elikain2/18/2017, 3:24:35 PM1 votes

Riot would want to avoid those kinds of balance tweaks for melee VS range because it loses clarity. That's when you buy an item for a specific champions that's range/melee tweaked, only to realize that the item's stats/effects are only certain % less efficient than their melee counterparts'.

Even if this kind of balance goes through and shows that it's better than what we have right now, how can Riot make it clear which items are tweaked in such a way? This kind of balance should be intuitive and very clear for ranged champions because i certainly don't want this balance to be hidden from them, unless they read the description of every item League has to offer.

The Yetii Rider2/18/2017, 10:19:54 PM1 votes

Before you do that you need to provide some kind of reason for why ranged champions who primarily focus on dealing physical damage can't have the same lethality as assassins.

Zero Skill Tank2/17/2017, 11:13:42 PM1 votes

It's ok to create items that don't have the same effectiveness for melee and ranged characters, to compensate for the ranged bias.

This makes sense if, and only if, the effect in question interacts directly with basic attacks, and with basic attacks alone, like Frozen Mallet or Hydras. If that's not the case - and it's not for lethality - it should be avoided at all cost. Balancing by giving the same itemization bonuses to Garen who is actually short ranged, and Zed, who can half-health people from 1000 units range is bad balancing.